4. Create a new ZSphere off of the last one by using the same click and drag technique. This new ZSphere will act as the first knee joint (Fig.04).
5. We'll now use the brush move tools to position the section we just created. At the top of the window (providing you are using the default ZBrush interface), there are buttons labelled, Edit, Draw, Move, Scale, and Rotate. Click on the Move button and right-click over the model. Make sure the draw size is small, as a large draw size acts as a soft selection and will move other parts of the model as well. Decrease the draw size to the minimum and move your mouse away from the menu. Select the ZSphere we just created and drag it downwards and into position (Fig.05).
6. Now create a new ZSphere on the bottom of the knee joint, remembering to create it on the ZSphere itself and not on the intersection. Position this as shown and go on to create another two ZSpheres to act as the end of the leg and foot bones. We are going to move on to creating the mid-spinal sections and the chest. Create another three ZSpheres on top of the pelvis and position them as shown, using the Move tool as before (Fig.06).
7. Create new ZSpheres on the side of the upmost ZSphere to act as the clavicle, or shoulder area. I find that creating these sections, as opposed to just using that last sphere as the elbow, gives a nicer curvature for the underarm and shoulder areas once the model is meshed (Fig.07).
8. Now we go on to create two ZSpheres on top of the upmost middle sphere to act as the neck and head. It's important to position the head section straight up, as the topology of the top of the sphere lends itself to the top of the head, with the face being built on the front (Fig.08).